View Full Version : environment
gwegwec 01-27-2007, 10:44 PM Hi,
This is a test i did for a game company..limited to 1024 maps(bump and spec) with 2000 poly. Hopfully can get some opinion from professional artists here. Thanks!!
http://www.henrychengart.com/images/testroom_mayarender01.jpg
http://www.henrychengart.com/images/testroom_mayarender02.jpg
-gwegwe
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outlive
01-27-2007, 11:46 PM
the complete scene with 2k polys and 1x1024 map?
or 2k polys for each object each with it's own 1024 map?
gwegwec
01-28-2007, 12:27 AM
I used 2k poly total and 3x1024 map(diff, spec, bump).
JezGreen
01-28-2007, 01:23 AM
Really like it mate, i don't have much experience but i think the crack in the mirror could improve, and maybe the wall tiles are too big compared to the floor tiles.
Love the ceiling, it makes look a bit 'padded cell'
Tumerboy
01-28-2007, 05:15 AM
Ah, ye olde dirty bathroom.
It looks good overall, but there are some issues that if fixed, would sell it more.
Where is the light in this room? It appears to be from above, with a pretty wide cone, but with no physical lamp to tell me where, it feels wierd.
Having said that, the shadows are pretty harsh, specifically the towel racks & curtain rod. Understandably that's not necessarily something you'll be able to control in an engine, so it may be better to just move them (or the light) to someplace that doesn't cast such strong lines around.
I agree with the comment above that the wall tiles are too big. If nothing else, it makes the room feel very small & cramped, which could be good, but I think it could be more subtle.
Cracking tile is great, but there needs to be some rhyme and/or reason to it. Atm it seems pretty random. Think about each crack, is it from settling of the house? was something heave dropped/thrown there? Why is THIS spot cracked? And all of your cracked tiles, have the pieces missing. Usually if you have something heavy thrown into a tile wall, it will crack in a radial pattern, and only the center bits will fall out, but the tile around it will still be there, just broken up. Also, the cracking will generally be in pretty simple shapes, rather than jigsaw looking cutouts.
Textures look good, though the spec seems a bit strong on the wall tiles.
I'd like to see the textures themselves (even at 512 or whatever) to see your use of UVs etc.
The mirror does need improvement. I think that could mainly be taken care of in the diffuse, I think your bump/normal is just adding big ridges around the cracks, that wouldn't be there.
I can't really tell what's on the lower right of the second picture, presumably the toilet, and if so, I can't figure out what's going on along that edge, is it corroded? its it dirty?
Looks good, keep going!
Anthropos
01-28-2007, 07:19 AM
You've really got a nice scene here.
I agree with Tumerboy on pretty much everything. As for the toilet, I've seen really really old porcelain that has that weird corrosion but i think its a little much.
The tub the toilet and some of the tiles are way too shiny for the amount of grime on them.
Basically a lighting issue, which you may not want to spend time on because once its in the engine youll probably have to tweak it again anyway.
if this is going in to a fast paced FPS then these details wont matter too much but if its gonna be a "Condemned" kinda thing people will notice these details and feel like something isn't quite right.
:thumbsup:
gwegwec
01-28-2007, 06:26 PM
Thanks for the feedback!! Hopfully the company like it too..
I break each texture into 256 for more titling and variation.
http://www.henrychengart.com/images/testroom06_wire.jpg
-gwegwe
Xisco
01-28-2007, 08:44 PM
few things:
i seen in one screenshot an UV errors, in the door i think, and the metal shelves. they re dragged
you dont need cuts where the texture tiles in the same way
always mantain pixel resolution, look at the windows frame, the lower part of the wall, and the rest of the scene
pay attention to details, the shower need more attention
put the light in the ceiling please!!!
is a good job, keep going man!
mitchell
01-28-2007, 10:43 PM
i was just wondering what program you used for that bathroom
And how long it took to make it
TychoCelchuuu
01-28-2007, 11:50 PM
Looks like he used Maya.
gwegwec
01-29-2007, 07:56 AM
Thanks, Xisco! you've got some really good points..
I think everything except window frame have about same pixel resolution.
I used maya for poly modeling and photoshop for texture(all hand paint),
got about 5 days to work on it..
psychojohno
01-29-2007, 12:07 PM
fantastic work! Only thing i dont like is the mirror, looks too painted. I am just wondering how did you make it so that the shadows display in the maya viewport. I have got it on highquality but shadows dont show. What version of maya do you have?
Synthesizer
02-02-2007, 06:32 AM
It's looking pretty good so far. As others have mentioned, the light-source needs to be defined, and the mirror cracks are too wide, I thought it was some abstract art at first. The shower rod would look better if it didn't have the rust repeating at the same distance. If you're tiling the texture, have the rust pattern go the long way, it will be less noticable that it repeats. Good luck with this :)
psychojohno, do you have shadows enabled in the lighting tab? And is the light casting depth mapped shadows? I'm using Maya 7 and it works for me, with a 7900GT video card.
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